I’ve never written a Vintex before, M.D.C. races are intimidating to put together sometimes and I’ve rarely ever played a strict merc class/race. But the Vintex Warrior is a surprising breeze compared to many other M.D.C. playable races! No worries about mucking around with magic, psionics, or huge skill selections; this race is incredibly straight forward. And then his background and occupation were just so interesting to combine! Enjoy.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, and Rifts World Book 30: D-Bees of North America.
Recommended Setting: Most common in Canada, New West or the Pecos Empire, written as a bodyguard/butler/caretaker wih optional play style as the hired help of another party member. Also suitable as a reasonably powerful NPC of the same occupation.
Exp. Level: One
Experience Table: Military Specialist
R.C.C.: Vintex Warrior
O.C.C.: Not applicable.
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 21 (+1D6/lvl)
S.D.C.: Not applicable.
M.D.C.: 53 (+2D6/lvl)
P.P.E.: 13 (Permanent.)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror Factor: Not applicable.
PS: 33 (Augmented, Lift/Carry: 1320/660lbs)
SPD: 24 (Run: 16mph)
Hand to Hand: Commando
+Restrain Punch: 4
Fist Punch 2D6 (Critical Hit results in an automatic knockout for 1D6 rounds due to Boxing skill.)
Power Punch 2D4 M.D. (counts as 2 attacks, Critical Hit results in an automatic knockout for 1D6 rounds due to Boxing skill.)
Power Kick 2D6 M.D. (counts as 2 attacks)
Tail Strike 3D6 (+2 strike/+1 parry)
Power Tail Strike 1D6 M.D. (counts as two attacks, +2 strike/+1 parry)
Racial Natural Abilities
Healing Abilities Regenerates 2D6 M.D.C. every 24 hours and can completely regrow a lost tail in 6 months. Also impervious to most diseases.
Prehensile Tail Their tail is flexible and prehensile enough to pick up and carry their young, packages, and weapons, but not articulated enough to fire a weapon in combat (-3 to strike even with a blunt weapon.) However, they are used for balance, swimming, hanging upside down, and striking opponents behind or to the side of the Warrior. +10% to balance checks, +2 to strike with their tail, and +1 to parry with it.
Superior Aim Vintex have such good aim and balance that they can fire a gun from a moving vehicle, while running, hanging upside down, or mid leap without penalty (roll as normal and add any bonuses, this negates the penalty to strike when firing a gun in a moving vehicle as per the Combat Driving skill.)
Combat Driving Considered a master of the roads when driving an automobile, jeep, truck, motorcycle, or other ground vehicle. Skill penalties for performing tricks, vehicular attacks (ramming, sideswiping, etc.), or evasive maneuvers are reduced by half when they are at the wheel. This driver is also +2 to dodge while driving, +2 to survive a roll/impact, and at only -2 to fire a weapon while in or on a moving vehicle (while still retaining the ability to make an Aimed or Called Shot, talking or making another action that is not an attack recieves no penalty.)
Occupational Natural Abilities
+Disease: Impervious to most.
+Ritual Magic: None.
+Harmful Drugs: None.
+Horror Factor: 5
+Mind Control: None.
Acrobatics (no fear of heights)*
*Sense of Balance 60% +5%/lvl (+10% if tail is not cut off.)
*Walk Tightrope/High Wire 60 +3%/lvl
*Climb Rope 80% +2%/lvl
*Backflip 60% +5%/lvl
*Prowl 30% +5%/lvl
Combat Driving (see racial ability Combat Driving.)
Language: Native: American 92% +1%/lvl
Literacy: Native: American 50% +5%/lvl
Climbing 70% +5%/lvl
Land Navigation 46% +4%/lvl
Mathematics: Basic 57% +5%/lvl
Military Etiquette 55% +5%/lvl
Pilot: Automobile 72% +2%/lvl
Radio: Basic 60% +5%/lvl
Rope Works 45% +5%/lvl (characters bound by them are at a -10% to slip their bonds)
Sign Language: Military 35% +5%/lvl
Swimming 65% +5%/lvl
R.C.C. Related Skills: (Considered MOS or area of expertise outside being a soldier, no additional skills are gained through leveling.)
Cook 50% +5%/lvl
Gardening 51% +4%/lvl
Housekeeping 50% +5%/lvl
Sewing 65% +5%/lvl
Wardrobe and Grooming 65% +4%/lvl (+1 to PB, and +2% to the Disguise, Impersonation, Undercover Ops, and Seduction skills when utilized.)
O.C.C. Related Skills:
Secondary Skills: (+2 skills at levels 3, 5, 7, 9, 11.)
First Aid 45% +5%/lvl
Body Building and Weight Lifting
Rope (+1 strike 1, 4, 8, 12, 15. +1 entangle and disarm at level 1.)
Targeting (+1 strike when thrown 1, 3, 7, 10. Critical damage on natural 19-20. See page 328 in Rifts Ultimate Edition for full description.)
Sword (+1 strike 1, 3, 6, 9, 12, 15. +1 parry 2, 4, 7, 10, 13. +1 strike when thrown 4, 8, 12, not designed for throwing.)
Blunt (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Knife (+1 strike 2, 4, 7, 10, 13. +1 parry 1, 3, 6, 9, 12. +1 strike when thrown 1, 3, 6, 8, 10, 13.)
Handgun (+1 strike 2, 4, 6, 8, 10, 12, 14.)
Shotgun (+1 strike 1, 3, 6, 10, 14.)
Paired Weapons (see page 327 of Rifts Ultimate Edition for full description.)
Magnum Revolver 6D6 S.D., 140ft, 6 shot payload, kept in shoulder holster. ×60 extra ammo, quick loader.
Military Shotgun 6D6 S.D., 300ft, 100 shot payload ammo drum, kept in trunk or backpack if traveling, otherwise stored in bedroom. ×3 extra ammo drums (×300 ammo.)
Throwing Knife ×8, 1D6 S.D., 60ft, ×2 strapped to under arm, ×6 kept in sheath in jacket pocket.
Broadsword 1D8+1, kept in sheath.
Hunstman Main Body: 46 M.D.C., Head: 36 M.D.C., Arms: 16 M.D.C. each, Legs: 26 M.D.C. each. Weight: 14lbs, fair mobility, -9% movement capability. Increased M.D.C. capacity, lighter weight, and better mobility from expensive modifications. No covering for tail.
Mountaineer ATV Vehicle Type: Armoured, 3 wheeled ATV transport vehicle. Crew: 1 pilot, 4 passengers comfortably, plus cargo area. Maximum Speed: 144mph. Engine: Electric. Maximum Range: 600mi. Size: 25ft long, 18ft tall, 5.5 tonnes. Main Body: 231 M.D.C.. Super Tires (4): 28 M.D.C. each. Reinforced Pilot’s Compartment: 55 M.D.C.. Considered a mobile laboratory, only used if traveling further than the city or for extended periods of time.
Gear (All located in backpack unless stated otherwise.)
Set of Clothing ×2 (×1 extra)
Backpack (in trunk or bedroom unless travel is necessary, including contents.)
Piece of White Chalk ×3
Can of Spray Paint (Orange) ×1
Whetstone ×2 (×1 in pocket)
Large Gun Cleaning Kit (in bedroom)
Small Gun Cleaning Kit
Notebook (in jacket)
Pen ×3 (×1 in jacket)
Pocket Mirror (in jacket)
Lighter (in jacket)
Personal Items (MP3 player, earbuds, flask, multitool, etc. many in pockets/jacket.)
Salary 1300 credits/month
Black Market Items 6000 credits worth.
Other Currency Not applicable.
True Name: Darryl Quinn
Height: 7′ 5″
Description: Light orange skin covered in black splotches, 4 large spikes near the end of his tail (like a Stegosaurus.) Wiry black hair with grey streaks, kept short (unusual for his race), typical Vintex goatee. Always seen well groomed and presented in a nicely tailored black suit, complete with a hole for his tail (special clip on top to hold it in place) and leather gloves and boots (boots are better for combat and running than dress shoes.) His clothing is that of a well paid butler/bodyguard, with a bowtie (shirt ties are much too easy to grab during combat, but one must look presentable.) Also often seen wearing earbuds and listening to music, though it is always low enough to hear over and is only on if he is not on watch.
Insanity(s): Phobia: Public Speaking/Performance.
Sentiments Toward Coalition State: Wary respect of their power, though disapproval of their careless waste of knowledge and life.
Sentiments Toward D-Bees: Indifferent, just anyone else they may meet.
Sentiments Toward Humans: Indifferent, just anyone else they may meet.
Mutations: Not applicable.
Background: Like almost all Vintex, Daryll was born into a militaristic family, and once he was old enough to care for his younger siblings, his parents would often away for mercenary work. After some years, he left to seek his own work, joining a simple mercenary escort group before finding employment in a bodyguard service. He became known as “Quill” because of his large tail spikes and how often he uses his tail in close combat, having gored many of his foes. Due to his early years spent raising his siblings, he grew skilled in matters of domesticity, he even grew to enjoy them as a break from the monotony of his action packed lifestyle. When he was offered a position as a butler and bodyguard to Miguel Fuegos, a disabled but skillfull Rogue Scholar trying to unearth and copy the works of Erin Tarn, he was happy to accept. There are perks that come from being the daily driver, caretaker, housekeeper, cook, gardener, protector, and all around helper to an extremely wealthy employer, as well as hardships; Miguel is confined to an advanced wheelchair much of the time and is often quite dependant upon Quill (he lost his legs to an explosion in a Coalition raid and absolutely abhors cybernetic implants), though this does not make him any less capable of a scholar. Quill is satisfied with his position and finds little to complain about, especially working for someone so knowledgeable and good natured.
Family Tree: The oldest of 4, 3 Sisters and 1 Brother (the youngest), all adults by this time. Mother and Father both still alive, have joined the same Merc outfit. Still in fairly frequent contact with his siblings, only occasional contact with his parents.
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